magnitudes of kb to shoot for
The Mindwashed Lieutenants are completely immune to all Knockback, Knockup and Knockdown effects. No amount of slotting will change that.
The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU
Well, not completely. They just have obscene amounts of KB protection. I've forgotten whether they have mag 100 or mag 500 KB protection, but it's around thereabouts.
http://www.fimfiction.net/story/36641/My-Little-Exalt
Well, then. I know where I can play my energy^2 blaster on a team and not be offensive. In fact, BAF is pretty much a no-kb environment.
What's a normal minion / lieutenant / boss's resistance?
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Thinking it is .64 or greater to do KD and above a certain point it becomes KB I want to say .75
Well, then. I know where I can play my energy^2 blaster on a team and not be offensive. In fact, BAF is pretty much a no-kb environment.
What's a normal minion / lieutenant / boss's resistance? |
KB is also affected by the purple patch so against plus 4's that have no innate KB resistance it would be mag 1.5625 to induce KB
Global: @Kelig
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Any amount of KB that exceeds protection (usually 0) is either knockdown or knockback. I forget the exact number as well, but paragonwiki has it listed "between 0.7437 and 0.8174, and is most likely 0.75".
Thinking it is .64 or greater to do KD and above a certain point it becomes KB I want to say .75
KB is also affected by the purple patch so against plus 4's that have no innate KB resistance it would be mag 1.5625 to induce KB |
You certainly do not need to exceed 0.64 - Sleet, Freezing Rain, and Blizzard are prime examples of this as they only do 0.1 KB, which is nice because it means that things which are susceptible to KB (lower-level mobs, Clockwork, etc.) don't get flung out of the area like they could with Ice Slick (0.5 KB).
As for the mobs in the BAF... I haven't checked but they may have a low mag protection with a high resistance instead of a high mag: it's how all of the mez protection clicks and toggles that offer KB protection work (10 mag protection for all ATs, but 10000% resistance). Grounded in Electric Armor is an exception for a couple of reasons not just by providing no resistance but also using AT mods to determine its protection: over 15 for Brutes and Tankers, and over 12 for Scrappers. If they do have the resistance and protection the only way you're going to knock them back is by making it unresisted.
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it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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That is totally my mistake. I certainly have enough cold/ defs to know better. Thanks for fixing that for me
Any amount of KB that exceeds protection (usually 0) is either knockdown or knockback. I forget the exact number as well, but paragonwiki has it listed "between 0.7437 and 0.8174, and is most likely 0.75".
You certainly do not need to exceed 0.64 - Sleet, Freezing Rain, and Blizzard are prime examples of this as they only do 0.1 KB, which is nice because it means that things which are susceptible to KB (lower-level mobs, Clockwork, etc.) don't get flung out of the area like they could with Ice Slick (0.5 KB). |
Global: @Kelig
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Checking the data available to me atm, it looks like the just have protection (mag 50 to all mezzes incl. KB), 100% resistance to slow, and mag 1000 protection from phase. The minions, OTOH, have -1 mag protection from mez (so even a mag 0.01 mez would stop them if it existed)
As for the mobs in the BAF... I haven't checked but they may have a low mag protection with a high resistance instead of a high mag: it's how all of the mez protection clicks and toggles that offer KB protection work (10 mag protection for all ATs, but 10000% resistance). Grounded in Electric Armor is an exception for a couple of reasons not just by providing no resistance but also using AT mods to determine its protection: over 15 for Brutes and Tankers, and over 12 for Scrappers. If they do have the resistance and protection the only way you're going to knock them back is by making it unresisted.
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Also, FWIW, KB resistance works just like damage resistance; 100% resistance reduces the KB to 0. The KB protection in the mez protection powers is effectively useless, since the KB resistance already reduces it to 0.
http://www.fimfiction.net/story/36641/My-Little-Exalt
My search fu is pretty strong, and it seems that no one has talked about this, and you'd think we would.
I wanna knock back as many minions, Lts, EBs, etc, as possible. Most notably I'm thinking about the BAF prisoners running through my Bonfire.
I can get that Bonfire from 6.22 magnitude to 10.99 with one lv 50 enh. Another enh gets me to 15.51. And beyond that I'm not spending the slot on the diminishing returns it'd provide...unless it'd get EBs or something.
Can anyone point me in the direction of the kb protection of the average min, lt, boss, eb?